The ploxel engine is spitting out vignettes that actually hook up to each other. For instance, I have an old shack in the woods where you can find mundane items, and an old tomb where you can find arcane items. When I add mundane and arcane items into the mix, they show up appropriately in those locations. There's a "thread" of a mystery going from scene to scene, and it's all working pretty well.
The down side is that it's a lot more complicated to make these pieces modular and yet sensical. Things that would be straightforward if I didn't want the mystery to be procedurally generated get a little complicated, which gets in the way of producing the ploxels quickly, but I was still able to generate several ploxels tonight and the sprites to go with them in fairly short order, so I'm pretty happy.
Here's what the game looks like currently:
On the docket for tomorrow:
- Add in hand-to-hand combat support. Currently, there's only ranged combat.
- Add in a character creation screen. I've got several investigator sprites already made, but I need a way to let the player choose one. I also want to give the player a little agency on what they start out with, although I have yet to come up with some good differentiators because there's not a lot of mechanical depth to the gameplay yet. So far, about all I could do is adjust a balance of first aid resources to bullets to gun accuracy to gun damage.
- More ploxels! More sprites! More enemies!
- Figure out how I'm going to handle "finale" encounters. I doubt I'll get to the implementation phase tomorrow, but it would be good to get some planning in for that.
No comments:
Post a Comment